1 //---------------------------------------------------------------------------------
2 //
3 // Little Color Management System
4 // Copyright (c) 1998-2016 Marti Maria Saguer
5 //
6 // Permission is hereby granted, free of charge, to any person obtaining
7 // a copy of this software and associated documentation files (the "Software"),
8 // to deal in the Software without restriction, including without limitation
9 // the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 // and/or sell copies of the Software, and to permit persons to whom the Software
11 // is furnished to do so, subject to the following conditions:
12 //
13 // The above copyright notice and this permission notice shall be included in
14 // all copies or substantial portions of the Software.
15 //
16 // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
17 // EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO
18 // THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
19 // NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
20 // LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
21 // OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
22 // WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 //
24 //---------------------------------------------------------------------------------
25 //
26
27 #include "lcms2_internal.h"
28
29
30 // ------------------------------------------------------------------------
31
32 // Gamut boundary description by using Jan Morovic's Segment maxima method
33 // Many thanks to Jan for allowing me to use his algorithm.
34
35 // r = C*
36 // alpha = Hab
37 // theta = L*
38
39 #define SECTORS 16 // number of divisions in alpha and theta
40
41 // Spherical coordinates
42 typedef struct {
43
44 cmsFloat64Number r;
45 cmsFloat64Number alpha;
46 cmsFloat64Number theta;
47
48 } cmsSpherical;
49
50 typedef enum {
51 GP_EMPTY,
52 GP_SPECIFIED,
53 GP_MODELED
54
55 } GDBPointType;
56
57
58 typedef struct {
59
60 GDBPointType Type;
61 cmsSpherical p; // Keep also alpha & theta of maximum
62
63 } cmsGDBPoint;
64
65
66 typedef struct {
67
68 cmsContext ContextID;
69 cmsGDBPoint Gamut[SECTORS][SECTORS];
70
71 } cmsGDB;
72
73
74 // A line using the parametric form
75 // P = a + t*u
76 typedef struct {
77
78 cmsVEC3 a;
79 cmsVEC3 u;
80
81 } cmsLine;
82
83
84 // A plane using the parametric form
85 // Q = b + r*v + s*w
86 typedef struct {
87
88 cmsVEC3 b;
89 cmsVEC3 v;
90 cmsVEC3 w;
91
92 } cmsPlane;
93
94
95
96 // --------------------------------------------------------------------------------------------
97
98 // ATAN2() which always returns degree positive numbers
99
100 static
_cmsAtan2(cmsFloat64Number y,cmsFloat64Number x)101 cmsFloat64Number _cmsAtan2(cmsFloat64Number y, cmsFloat64Number x)
102 {
103 cmsFloat64Number a;
104
105 // Deal with undefined case
106 if (x == 0.0 && y == 0.0) return 0;
107
108 a = (atan2(y, x) * 180.0) / M_PI;
109
110 while (a < 0) {
111 a += 360;
112 }
113
114 return a;
115 }
116
117 // Convert to spherical coordinates
118 static
ToSpherical(cmsSpherical * sp,const cmsVEC3 * v)119 void ToSpherical(cmsSpherical* sp, const cmsVEC3* v)
120 {
121
122 cmsFloat64Number L, a, b;
123
124 L = v ->n[VX];
125 a = v ->n[VY];
126 b = v ->n[VZ];
127
128 sp ->r = sqrt( L*L + a*a + b*b );
129
130 if (sp ->r == 0) {
131 sp ->alpha = sp ->theta = 0;
132 return;
133 }
134
135 sp ->alpha = _cmsAtan2(a, b);
136 sp ->theta = _cmsAtan2(sqrt(a*a + b*b), L);
137 }
138
139
140 // Convert to cartesian from spherical
141 static
ToCartesian(cmsVEC3 * v,const cmsSpherical * sp)142 void ToCartesian(cmsVEC3* v, const cmsSpherical* sp)
143 {
144 cmsFloat64Number sin_alpha;
145 cmsFloat64Number cos_alpha;
146 cmsFloat64Number sin_theta;
147 cmsFloat64Number cos_theta;
148 cmsFloat64Number L, a, b;
149
150 sin_alpha = sin((M_PI * sp ->alpha) / 180.0);
151 cos_alpha = cos((M_PI * sp ->alpha) / 180.0);
152 sin_theta = sin((M_PI * sp ->theta) / 180.0);
153 cos_theta = cos((M_PI * sp ->theta) / 180.0);
154
155 a = sp ->r * sin_theta * sin_alpha;
156 b = sp ->r * sin_theta * cos_alpha;
157 L = sp ->r * cos_theta;
158
159 v ->n[VX] = L;
160 v ->n[VY] = a;
161 v ->n[VZ] = b;
162 }
163
164
165 // Quantize sector of a spherical coordinate. Saturate 360, 180 to last sector
166 // The limits are the centers of each sector, so
167 static
QuantizeToSector(const cmsSpherical * sp,int * alpha,int * theta)168 void QuantizeToSector(const cmsSpherical* sp, int* alpha, int* theta)
169 {
170 *alpha = (int) floor(((sp->alpha * (SECTORS)) / 360.0) );
171 *theta = (int) floor(((sp->theta * (SECTORS)) / 180.0) );
172
173 if (*alpha >= SECTORS)
174 *alpha = SECTORS-1;
175 if (*theta >= SECTORS)
176 *theta = SECTORS-1;
177 }
178
179
180 // Line determined by 2 points
181 static
LineOf2Points(cmsLine * line,cmsVEC3 * a,cmsVEC3 * b)182 void LineOf2Points(cmsLine* line, cmsVEC3* a, cmsVEC3* b)
183 {
184
185 _cmsVEC3init(&line ->a, a ->n[VX], a ->n[VY], a ->n[VZ]);
186 _cmsVEC3init(&line ->u, b ->n[VX] - a ->n[VX],
187 b ->n[VY] - a ->n[VY],
188 b ->n[VZ] - a ->n[VZ]);
189 }
190
191
192 // Evaluate parametric line
193 static
GetPointOfLine(cmsVEC3 * p,const cmsLine * line,cmsFloat64Number t)194 void GetPointOfLine(cmsVEC3* p, const cmsLine* line, cmsFloat64Number t)
195 {
196 p ->n[VX] = line ->a.n[VX] + t * line->u.n[VX];
197 p ->n[VY] = line ->a.n[VY] + t * line->u.n[VY];
198 p ->n[VZ] = line ->a.n[VZ] + t * line->u.n[VZ];
199 }
200
201
202
203 /*
204 Closest point in sector line1 to sector line2 (both are defined as 0 <=t <= 1)
205 http://softsurfer.com/Archive/algorithm_0106/algorithm_0106.htm
206
207 Copyright 2001, softSurfer (www.softsurfer.com)
208 This code may be freely used and modified for any purpose
209 providing that this copyright notice is included with it.
210 SoftSurfer makes no warranty for this code, and cannot be held
211 liable for any real or imagined damage resulting from its use.
212 Users of this code must verify correctness for their application.
213
214 */
215
216 static
ClosestLineToLine(cmsVEC3 * r,const cmsLine * line1,const cmsLine * line2)217 cmsBool ClosestLineToLine(cmsVEC3* r, const cmsLine* line1, const cmsLine* line2)
218 {
219 cmsFloat64Number a, b, c, d, e, D;
220 cmsFloat64Number sc, sN, sD;
221 //cmsFloat64Number tc; // left for future use
222 cmsFloat64Number tN, tD;
223 cmsVEC3 w0;
224
225 _cmsVEC3minus(&w0, &line1 ->a, &line2 ->a);
226
227 a = _cmsVEC3dot(&line1 ->u, &line1 ->u);
228 b = _cmsVEC3dot(&line1 ->u, &line2 ->u);
229 c = _cmsVEC3dot(&line2 ->u, &line2 ->u);
230 d = _cmsVEC3dot(&line1 ->u, &w0);
231 e = _cmsVEC3dot(&line2 ->u, &w0);
232
233 D = a*c - b * b; // Denominator
234 sD = tD = D; // default sD = D >= 0
235
236 if (D < MATRIX_DET_TOLERANCE) { // the lines are almost parallel
237
238 sN = 0.0; // force using point P0 on segment S1
239 sD = 1.0; // to prevent possible division by 0.0 later
240 tN = e;
241 tD = c;
242 }
243 else { // get the closest points on the infinite lines
244
245 sN = (b*e - c*d);
246 tN = (a*e - b*d);
247
248 if (sN < 0.0) { // sc < 0 => the s=0 edge is visible
249
250 sN = 0.0;
251 tN = e;
252 tD = c;
253 }
254 else if (sN > sD) { // sc > 1 => the s=1 edge is visible
255 sN = sD;
256 tN = e + b;
257 tD = c;
258 }
259 }
260
261 if (tN < 0.0) { // tc < 0 => the t=0 edge is visible
262
263 tN = 0.0;
264 // recompute sc for this edge
265 if (-d < 0.0)
266 sN = 0.0;
267 else if (-d > a)
268 sN = sD;
269 else {
270 sN = -d;
271 sD = a;
272 }
273 }
274 else if (tN > tD) { // tc > 1 => the t=1 edge is visible
275
276 tN = tD;
277
278 // recompute sc for this edge
279 if ((-d + b) < 0.0)
280 sN = 0;
281 else if ((-d + b) > a)
282 sN = sD;
283 else {
284 sN = (-d + b);
285 sD = a;
286 }
287 }
288 // finally do the division to get sc and tc
289 sc = (fabs(sN) < MATRIX_DET_TOLERANCE ? 0.0 : sN / sD);
290 //tc = (fabs(tN) < MATRIX_DET_TOLERANCE ? 0.0 : tN / tD); // left for future use.
291
292 GetPointOfLine(r, line1, sc);
293 return TRUE;
294 }
295
296
297
298 // ------------------------------------------------------------------ Wrapper
299
300
301 // Allocate & free structure
cmsGBDAlloc(cmsContext ContextID)302 cmsHANDLE CMSEXPORT cmsGBDAlloc(cmsContext ContextID)
303 {
304 cmsGDB* gbd = (cmsGDB*) _cmsMallocZero(ContextID, sizeof(cmsGDB));
305 if (gbd == NULL) return NULL;
306
307 gbd -> ContextID = ContextID;
308
309 return (cmsHANDLE) gbd;
310 }
311
312
cmsGBDFree(cmsHANDLE hGBD)313 void CMSEXPORT cmsGBDFree(cmsHANDLE hGBD)
314 {
315 cmsGDB* gbd = (cmsGDB*) hGBD;
316 if (hGBD != NULL)
317 _cmsFree(gbd->ContextID, (void*) gbd);
318 }
319
320
321 // Auxiliary to retrieve a pointer to the segmentr containing the Lab value
322 static
GetPoint(cmsGDB * gbd,const cmsCIELab * Lab,cmsSpherical * sp)323 cmsGDBPoint* GetPoint(cmsGDB* gbd, const cmsCIELab* Lab, cmsSpherical* sp)
324 {
325 cmsVEC3 v;
326 int alpha, theta;
327
328 // Housekeeping
329 _cmsAssert(gbd != NULL);
330 _cmsAssert(Lab != NULL);
331 _cmsAssert(sp != NULL);
332
333 // Center L* by subtracting half of its domain, that's 50
334 _cmsVEC3init(&v, Lab ->L - 50.0, Lab ->a, Lab ->b);
335
336 // Convert to spherical coordinates
337 ToSpherical(sp, &v);
338
339 if (sp ->r < 0 || sp ->alpha < 0 || sp->theta < 0) {
340 cmsSignalError(gbd ->ContextID, cmsERROR_RANGE, "spherical value out of range");
341 return NULL;
342 }
343
344 // On which sector it falls?
345 QuantizeToSector(sp, &alpha, &theta);
346
347 if (alpha < 0 || theta < 0 || alpha >= SECTORS || theta >= SECTORS) {
348 cmsSignalError(gbd ->ContextID, cmsERROR_RANGE, " quadrant out of range");
349 return NULL;
350 }
351
352 // Get pointer to the sector
353 return &gbd ->Gamut[theta][alpha];
354 }
355
356 // Add a point to gamut descriptor. Point to add is in Lab color space.
357 // GBD is centered on a=b=0 and L*=50
cmsGDBAddPoint(cmsHANDLE hGBD,const cmsCIELab * Lab)358 cmsBool CMSEXPORT cmsGDBAddPoint(cmsHANDLE hGBD, const cmsCIELab* Lab)
359 {
360 cmsGDB* gbd = (cmsGDB*) hGBD;
361 cmsGDBPoint* ptr;
362 cmsSpherical sp;
363
364
365 // Get pointer to the sector
366 ptr = GetPoint(gbd, Lab, &sp);
367 if (ptr == NULL) return FALSE;
368
369 // If no samples at this sector, add it
370 if (ptr ->Type == GP_EMPTY) {
371
372 ptr -> Type = GP_SPECIFIED;
373 ptr -> p = sp;
374 }
375 else {
376
377
378 // Substitute only if radius is greater
379 if (sp.r > ptr -> p.r) {
380
381 ptr -> Type = GP_SPECIFIED;
382 ptr -> p = sp;
383 }
384 }
385
386 return TRUE;
387 }
388
389 // Check if a given point falls inside gamut
cmsGDBCheckPoint(cmsHANDLE hGBD,const cmsCIELab * Lab)390 cmsBool CMSEXPORT cmsGDBCheckPoint(cmsHANDLE hGBD, const cmsCIELab* Lab)
391 {
392 cmsGDB* gbd = (cmsGDB*) hGBD;
393 cmsGDBPoint* ptr;
394 cmsSpherical sp;
395
396 // Get pointer to the sector
397 ptr = GetPoint(gbd, Lab, &sp);
398 if (ptr == NULL) return FALSE;
399
400 // If no samples at this sector, return no data
401 if (ptr ->Type == GP_EMPTY) return FALSE;
402
403 // In gamut only if radius is greater
404
405 return (sp.r <= ptr -> p.r);
406 }
407
408 // -----------------------------------------------------------------------------------------------------------------------
409
410 // Find near sectors. The list of sectors found is returned on Close[].
411 // The function returns the number of sectors as well.
412
413 // 24 9 10 11 12
414 // 23 8 1 2 13
415 // 22 7 * 3 14
416 // 21 6 5 4 15
417 // 20 19 18 17 16
418 //
419 // Those are the relative movements
420 // {-2,-2}, {-1, -2}, {0, -2}, {+1, -2}, {+2, -2},
421 // {-2,-1}, {-1, -1}, {0, -1}, {+1, -1}, {+2, -1},
422 // {-2, 0}, {-1, 0}, {0, 0}, {+1, 0}, {+2, 0},
423 // {-2,+1}, {-1, +1}, {0, +1}, {+1, +1}, {+2, +1},
424 // {-2,+2}, {-1, +2}, {0, +2}, {+1, +2}, {+2, +2}};
425
426
427 static
428 const struct _spiral {
429
430 int AdvX, AdvY;
431
432 } Spiral[] = { {0, -1}, {+1, -1}, {+1, 0}, {+1, +1}, {0, +1}, {-1, +1},
433 {-1, 0}, {-1, -1}, {-1, -2}, {0, -2}, {+1, -2}, {+2, -2},
434 {+2, -1}, {+2, 0}, {+2, +1}, {+2, +2}, {+1, +2}, {0, +2},
435 {-1, +2}, {-2, +2}, {-2, +1}, {-2, 0}, {-2, -1}, {-2, -2} };
436
437 #define NSTEPS (sizeof(Spiral) / sizeof(struct _spiral))
438
439 static
FindNearSectors(cmsGDB * gbd,int alpha,int theta,cmsGDBPoint * Close[])440 int FindNearSectors(cmsGDB* gbd, int alpha, int theta, cmsGDBPoint* Close[])
441 {
442 int nSectors = 0;
443 int a, t;
444 cmsUInt32Number i;
445 cmsGDBPoint* pt;
446
447 for (i=0; i < NSTEPS; i++) {
448
449 a = alpha + Spiral[i].AdvX;
450 t = theta + Spiral[i].AdvY;
451
452 // Cycle at the end
453 a %= SECTORS;
454 t %= SECTORS;
455
456 // Cycle at the begin
457 if (a < 0) a = SECTORS + a;
458 if (t < 0) t = SECTORS + t;
459
460 pt = &gbd ->Gamut[t][a];
461
462 if (pt -> Type != GP_EMPTY) {
463
464 Close[nSectors++] = pt;
465 }
466 }
467
468 return nSectors;
469 }
470
471
472 // Interpolate a missing sector. Method identifies whatever this is top, bottom or mid
473 static
InterpolateMissingSector(cmsGDB * gbd,int alpha,int theta)474 cmsBool InterpolateMissingSector(cmsGDB* gbd, int alpha, int theta)
475 {
476 cmsSpherical sp;
477 cmsVEC3 Lab;
478 cmsVEC3 Centre;
479 cmsLine ray;
480 int nCloseSectors;
481 cmsGDBPoint* Close[NSTEPS + 1];
482 cmsSpherical closel, templ;
483 cmsLine edge;
484 int k, m;
485
486 // Is that point already specified?
487 if (gbd ->Gamut[theta][alpha].Type != GP_EMPTY) return TRUE;
488
489 // Fill close points
490 nCloseSectors = FindNearSectors(gbd, alpha, theta, Close);
491
492
493 // Find a central point on the sector
494 sp.alpha = (cmsFloat64Number) ((alpha + 0.5) * 360.0) / (SECTORS);
495 sp.theta = (cmsFloat64Number) ((theta + 0.5) * 180.0) / (SECTORS);
496 sp.r = 50.0;
497
498 // Convert to Cartesian
499 ToCartesian(&Lab, &sp);
500
501 // Create a ray line from centre to this point
502 _cmsVEC3init(&Centre, 50.0, 0, 0);
503 LineOf2Points(&ray, &Lab, &Centre);
504
505 // For all close sectors
506 closel.r = 0.0;
507 closel.alpha = 0;
508 closel.theta = 0;
509
510 for (k=0; k < nCloseSectors; k++) {
511
512 for(m = k+1; m < nCloseSectors; m++) {
513
514 cmsVEC3 temp, a1, a2;
515
516 // A line from sector to sector
517 ToCartesian(&a1, &Close[k]->p);
518 ToCartesian(&a2, &Close[m]->p);
519
520 LineOf2Points(&edge, &a1, &a2);
521
522 // Find a line
523 ClosestLineToLine(&temp, &ray, &edge);
524
525 // Convert to spherical
526 ToSpherical(&templ, &temp);
527
528
529 if ( templ.r > closel.r &&
530 templ.theta >= (theta*180.0/SECTORS) &&
531 templ.theta <= ((theta+1)*180.0/SECTORS) &&
532 templ.alpha >= (alpha*360.0/SECTORS) &&
533 templ.alpha <= ((alpha+1)*360.0/SECTORS)) {
534
535 closel = templ;
536 }
537 }
538 }
539
540 gbd ->Gamut[theta][alpha].p = closel;
541 gbd ->Gamut[theta][alpha].Type = GP_MODELED;
542
543 return TRUE;
544
545 }
546
547
548 // Interpolate missing parts. The algorithm fist computes slices at
549 // theta=0 and theta=Max.
cmsGDBCompute(cmsHANDLE hGBD,cmsUInt32Number dwFlags)550 cmsBool CMSEXPORT cmsGDBCompute(cmsHANDLE hGBD, cmsUInt32Number dwFlags)
551 {
552 int alpha, theta;
553 cmsGDB* gbd = (cmsGDB*) hGBD;
554
555 _cmsAssert(hGBD != NULL);
556
557 // Interpolate black
558 for (alpha = 0; alpha < SECTORS; alpha++) {
559
560 if (!InterpolateMissingSector(gbd, alpha, 0)) return FALSE;
561 }
562
563 // Interpolate white
564 for (alpha = 0; alpha < SECTORS; alpha++) {
565
566 if (!InterpolateMissingSector(gbd, alpha, SECTORS-1)) return FALSE;
567 }
568
569
570 // Interpolate Mid
571 for (theta = 1; theta < SECTORS; theta++) {
572 for (alpha = 0; alpha < SECTORS; alpha++) {
573
574 if (!InterpolateMissingSector(gbd, alpha, theta)) return FALSE;
575 }
576 }
577
578 // Done
579 return TRUE;
580
581 cmsUNUSED_PARAMETER(dwFlags);
582 }
583
584
585
586
587 // --------------------------------------------------------------------------------------------------------
588
589 // Great for debug, but not suitable for real use
590
591 #if 0
592 cmsBool cmsGBDdumpVRML(cmsHANDLE hGBD, const char* fname)
593 {
594 FILE* fp;
595 int i, j;
596 cmsGDB* gbd = (cmsGDB*) hGBD;
597 cmsGDBPoint* pt;
598
599 fp = fopen (fname, "wt");
600 if (fp == NULL)
601 return FALSE;
602
603 fprintf (fp, "#VRML V2.0 utf8\n");
604
605 // set the viewing orientation and distance
606 fprintf (fp, "DEF CamTest Group {\n");
607 fprintf (fp, "\tchildren [\n");
608 fprintf (fp, "\t\tDEF Cameras Group {\n");
609 fprintf (fp, "\t\t\tchildren [\n");
610 fprintf (fp, "\t\t\t\tDEF DefaultView Viewpoint {\n");
611 fprintf (fp, "\t\t\t\t\tposition 0 0 340\n");
612 fprintf (fp, "\t\t\t\t\torientation 0 0 1 0\n");
613 fprintf (fp, "\t\t\t\t\tdescription \"default view\"\n");
614 fprintf (fp, "\t\t\t\t}\n");
615 fprintf (fp, "\t\t\t]\n");
616 fprintf (fp, "\t\t},\n");
617 fprintf (fp, "\t]\n");
618 fprintf (fp, "}\n");
619
620 // Output the background stuff
621 fprintf (fp, "Background {\n");
622 fprintf (fp, "\tskyColor [\n");
623 fprintf (fp, "\t\t.5 .5 .5\n");
624 fprintf (fp, "\t]\n");
625 fprintf (fp, "}\n");
626
627 // Output the shape stuff
628 fprintf (fp, "Transform {\n");
629 fprintf (fp, "\tscale .3 .3 .3\n");
630 fprintf (fp, "\tchildren [\n");
631
632 // Draw the axes as a shape:
633 fprintf (fp, "\t\tShape {\n");
634 fprintf (fp, "\t\t\tappearance Appearance {\n");
635 fprintf (fp, "\t\t\t\tmaterial Material {\n");
636 fprintf (fp, "\t\t\t\t\tdiffuseColor 0 0.8 0\n");
637 fprintf (fp, "\t\t\t\t\temissiveColor 1.0 1.0 1.0\n");
638 fprintf (fp, "\t\t\t\t\tshininess 0.8\n");
639 fprintf (fp, "\t\t\t\t}\n");
640 fprintf (fp, "\t\t\t}\n");
641 fprintf (fp, "\t\t\tgeometry IndexedLineSet {\n");
642 fprintf (fp, "\t\t\t\tcoord Coordinate {\n");
643 fprintf (fp, "\t\t\t\t\tpoint [\n");
644 fprintf (fp, "\t\t\t\t\t0.0 0.0 0.0,\n");
645 fprintf (fp, "\t\t\t\t\t%f 0.0 0.0,\n", 255.0);
646 fprintf (fp, "\t\t\t\t\t0.0 %f 0.0,\n", 255.0);
647 fprintf (fp, "\t\t\t\t\t0.0 0.0 %f]\n", 255.0);
648 fprintf (fp, "\t\t\t\t}\n");
649 fprintf (fp, "\t\t\t\tcoordIndex [\n");
650 fprintf (fp, "\t\t\t\t\t0, 1, -1\n");
651 fprintf (fp, "\t\t\t\t\t0, 2, -1\n");
652 fprintf (fp, "\t\t\t\t\t0, 3, -1]\n");
653 fprintf (fp, "\t\t\t}\n");
654 fprintf (fp, "\t\t}\n");
655
656
657 fprintf (fp, "\t\tShape {\n");
658 fprintf (fp, "\t\t\tappearance Appearance {\n");
659 fprintf (fp, "\t\t\t\tmaterial Material {\n");
660 fprintf (fp, "\t\t\t\t\tdiffuseColor 0 0.8 0\n");
661 fprintf (fp, "\t\t\t\t\temissiveColor 1 1 1\n");
662 fprintf (fp, "\t\t\t\t\tshininess 0.8\n");
663 fprintf (fp, "\t\t\t\t}\n");
664 fprintf (fp, "\t\t\t}\n");
665 fprintf (fp, "\t\t\tgeometry PointSet {\n");
666
667 // fill in the points here
668 fprintf (fp, "\t\t\t\tcoord Coordinate {\n");
669 fprintf (fp, "\t\t\t\t\tpoint [\n");
670
671 // We need to transverse all gamut hull.
672 for (i=0; i < SECTORS; i++)
673 for (j=0; j < SECTORS; j++) {
674
675 cmsVEC3 v;
676
677 pt = &gbd ->Gamut[i][j];
678 ToCartesian(&v, &pt ->p);
679
680 fprintf (fp, "\t\t\t\t\t%g %g %g", v.n[0]+50, v.n[1], v.n[2]);
681
682 if ((j == SECTORS - 1) && (i == SECTORS - 1))
683 fprintf (fp, "]\n");
684 else
685 fprintf (fp, ",\n");
686
687 }
688
689 fprintf (fp, "\t\t\t\t}\n");
690
691
692
693 // fill in the face colors
694 fprintf (fp, "\t\t\t\tcolor Color {\n");
695 fprintf (fp, "\t\t\t\t\tcolor [\n");
696
697 for (i=0; i < SECTORS; i++)
698 for (j=0; j < SECTORS; j++) {
699
700 cmsVEC3 v;
701
702 pt = &gbd ->Gamut[i][j];
703
704
705 ToCartesian(&v, &pt ->p);
706
707
708 if (pt ->Type == GP_EMPTY)
709 fprintf (fp, "\t\t\t\t\t%g %g %g", 0.0, 0.0, 0.0);
710 else
711 if (pt ->Type == GP_MODELED)
712 fprintf (fp, "\t\t\t\t\t%g %g %g", 1.0, .5, .5);
713 else {
714 fprintf (fp, "\t\t\t\t\t%g %g %g", 1.0, 1.0, 1.0);
715
716 }
717
718 if ((j == SECTORS - 1) && (i == SECTORS - 1))
719 fprintf (fp, "]\n");
720 else
721 fprintf (fp, ",\n");
722 }
723 fprintf (fp, "\t\t\t}\n");
724
725
726 fprintf (fp, "\t\t\t}\n");
727 fprintf (fp, "\t\t}\n");
728 fprintf (fp, "\t]\n");
729 fprintf (fp, "}\n");
730
731 fclose (fp);
732
733 return TRUE;
734 }
735 #endif
736
737